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Pixelation  |  Art  |  Challenges & Activities  |  Topic: Mockup Frenzy #1: Mobility! « previous next »
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Author Topic: Mockup Frenzy #1: Mobility!  (Read 31793 times)
AdamAtomic
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« on: August 15, 2007, 08:40:49 PM »

Welcome to Mockup Frenzy!

[image]

progFX had a great idea a few days ago:

Quote
I think most people would have to agree that mockups and/or game sprites seem to be the most popular submissions on the boards, and personally I find them the most fun thing to pixel. My idea for a weekly event would be to have people create game Mockups based on the current topic, and (Possibly) even have a set pallet or game type ie: Platformer, Shooter, RPG, etc. Just thought I would through out the idea, would be a nice thing to look forward to each week, and having a week to work on it would also be quite nice.

Mods and various other users agreed, and the Mockup Frenzy was born.  But wait!  What's a mockup?



A mockup is a fullscreen piece of pixel art that represents a "screenshot" of a video game.  Great examples include but are not limited to:

[image]     [image]     [image]
Artwork by Kenneth Fejer, Gary Lucken, and Kenneth Fejer respectively

The most important thing to notice is the attention to detail - GUIs, clear game mechanics, enemies, tiles, etc.
A good mockup can tell you more about a game than 10 pages of detailed design document!




So, every two weeks, we'll put up a new set of guidelines for mockups, including but not limited to:

1 - Size
2 - Palette/Color Limits/Platform
3 - Subject Matter/Play Style

After 2 weeks, all the submissions will be gathered into the first post of the thread for easy viewing, and a new set of guidelines will be posted in a new thread.  There is no voting, no winners, no competition except how great a job can YOU do.  Members will be welcome to submit entries after the 2 week deadline, but there could be massive delays in when those entries are rolled back into the first post collection of submissions.

Finally, please only submit NEW works to the Mockup Frenzy.  New works means ideas you started pixeling after the start date.  I think that's about it!  If we think of any more "rules" we'll be sure to add them.  Otherwise, have fun pixeling!

Ah!  One final note regarding the deadlines: we will collect the entries the day after the deadline.  We will try to do this late in the day, but because the moderation staff lives all over the world, it is conceivable that entries COULD be collected very late in the day on the deadline itself, depending on staff schedules, etc.  If you want to be absolutely positive that your entry is collected, then please post it early in the day, or even the day before.  Especially since there is no voting and no "winners", we will not tolerate any deadline-related whining!!

Thanks very much to everyone who chipped in ideas for this activity, and I look forward to seeing everyone's entries!

Haha, I just remembered something else.  Please post all finished entries to THIS thread.  Also, for now, you are welcome to post WIPs here or in Critique if you want help with specific facets.  I'd like it if we could keep this thread pretty informal and loose, since its not a competition and we'll be collecting the entries at the end anyways.  Thanks!



Mockup Frenzy #1

Mockup Frenzy #1 is a cell-phone themed session:

Resolution: 128px wide by 160px tall
Colors: 31 colors + transparency
Theme: "One Button" play
Start Day: August 15th, 2007
Deadline: August 31st, 2007
Notes: The theme this week is optional, but a fun challenge I think!  "One Button" can mean a few things.  In the strictest sense, it means that most cell phones can not detect more than one concurrent button press.  Plus, people usually just play with a thumb; so your traditional run+jump is pretty hard to pull off.  However, there is an emerging subset of games that primarily operate with just a single button press; see this handy link that Feron looked up for more ideas: http://www.gamasutra.com/upload/features/20050602/green_01.shtml

As this is the very first Mockup Frenzy, you are welcome to post any questions or concerns in this thread as we get underway Smiley



The Entries

Xion, sharprm, MaDsk8tard, Ryan Cordel, KAT:
[image] [image] [image] [image] [image]

Ian, Feron, Feron, Zach, Delgneith:
[image] [image] [image] [image] [image]

Noveroth, Judas, RhysD, infinity+1, elise:
[image] [image] [image] [image] [image]

ego, Schu, Arachne, yueprofile, Xion:
[image] [image] [image] [image] [image]


Helm, Dusty, ceddo:
[image] [image] [image]

am_pm, xavier_viiv, OzBlueShoes:
[image] [image] [image]
« Last Edit: July 15, 2009, 03:45:11 AM by AdamAtomic » Logged

Feron
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« Reply #1 on: August 15, 2007, 10:31:58 PM »

http://www.gamasutra.com/upload/features/20050602/green_01.shtml

this link really helped me come up with a concept, thought it was worth sharing as i struggled for a while to think about how to use the button.
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AdamAtomic
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« Reply #2 on: August 15, 2007, 11:34:19 PM »

Great link!  For this activity, especially since its the first, going with one button (whether its just one button total, or one at a time like in the bulk of phone games) is definitely optional, I just think its an interesting exercise  Azn
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Dusty
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« Reply #3 on: August 15, 2007, 11:38:21 PM »

Well most cell-phone games have two buttons, one as an 'action' button, and one for back.
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ndchristie
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« Reply #4 on: August 16, 2007, 01:20:39 AM »

The vertical orientation for this (most one-button games, like helicopter or jumper, have a horizontal screen for prep time) makes coming up with the idea half the fun.  i've got some thoughts.....Tongue
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Xion
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« Reply #5 on: August 16, 2007, 01:29:57 AM »

Why does a mockup need a color reserved for transparency?
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« Reply #6 on: August 16, 2007, 01:34:31 AM »

I guess 'cause when you make a mock-up, you're keeping in mind the specs of the system you're making it for.
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Xion
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« Reply #7 on: August 16, 2007, 02:48:03 AM »

Robot Dungeon:
You are a robot who runs on gold.
In a dungeon.
[image]
A cookie to the first person who figures out the gameplay mechanic.
Except for those who already know, of course.
« Last Edit: August 16, 2007, 02:50:08 AM by Xion » Logged

paff
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« Reply #8 on: August 16, 2007, 02:51:09 AM »

There is only one key, and it makes you turn right, because the robot is defective, and cannot turn left. And you have to switch little levers on the ground by walking upon them that drop pianos and anvils that kill the oil-thirsty knights trying to slay you. collect pellets for extra points!
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Dusty
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« Reply #9 on: August 16, 2007, 03:09:06 AM »

So this is literally one button? Not one button+directionals? Hmm, that is a lot more challenging than I thought, but my one idea would still work Smiley
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AdamAtomic
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« Reply #10 on: August 16, 2007, 03:22:08 AM »

Dusty: Get your read on!

Great link!  For this activity, especially since its the first, going with one button (whether its just one button total, or one at a time like in the bulk of phone games) is definitely optional, I just think its an interesting exercise  Azn

Xion: Awesome!
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Xion
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« Reply #11 on: August 16, 2007, 03:38:01 AM »

There is only one key, and it makes you turn right, because the robot is defective, and cannot turn left.
thumbs up
The rest, though, is complete garbage.
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« Reply #12 on: August 16, 2007, 03:38:22 AM »

I did read, but I had assumed it was directional+one 'action' key. I would like to keep to the rules, and not just use more buttons because I was never sure what the actual rules were on "one button" theme.
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AdamAtomic
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« Reply #13 on: August 16, 2007, 04:22:19 AM »

Ah - yeah I will amend the top post to include a quick explanation of why the "one button" thing.  The short story is most phones can't detect more than a single button press at a time.  So no holding a direction and then hitting another key!

EDIT - top post amended.  Let me know if its any clearer!
« Last Edit: August 16, 2007, 04:27:43 AM by AdamAtomic » Logged

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« Reply #14 on: August 16, 2007, 09:40:01 AM »

This 1 button game idea is pretty cool, but less hard to make than most people think... for example the fishing game (top of this thread) can be played with one... First you've got to hold the button while a marker floats from left to right, then when you release button, the same thing happens but floating from front to back. Dont know if all of this was understandable (and proper english) but hey, I dont care  crazy
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« Reply #15 on: August 16, 2007, 10:20:33 AM »

This is a genius idea, I've got a pretty decent idea I hope nobody else takes/uses. I'll probably post it early next week Cheesy
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« Reply #16 on: August 16, 2007, 01:34:51 PM »

I was thinking of doing a one-button boxing game, you'd press to punch and hold to block.... thats possible right? Well, allowed anyway.
« Last Edit: August 16, 2007, 02:01:26 PM by bengoshia » Logged
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« Reply #17 on: August 16, 2007, 07:52:09 PM »

This is a really fun idea!  I already have a nice idea a-brewin', and if anybody steals it, i WILL kill them lol...... mean

But I was just wondering...is there somewhere I could get a hold of an actual cellphone palette of some sort?  I'd like to be as legit and restricted as possible.  'Cos I read so often about how difficult a cellphone palette is, and I'd really love to try it, so, a pat on the back to anybody who could lead me in the right direction.  Winkthumbs up
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« Reply #18 on: August 16, 2007, 08:00:52 PM »

Here's my WIP of a block-breaker type game...  (23 colors so far!)

[image]

releasing the button makes the platform slide to the right, holding it down makes the platform go left Cheesy

if wips aren't allowed here please delete this post, however i'd like some C&c please...
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Ian
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« Reply #19 on: August 16, 2007, 08:49:45 PM »

Giant Crane Super Robot Build 60000:
[image]
Literally uses only one key.  First you have to pick up the piece of the robot you need by timing dropping the crane.  Then you have to time pressing again when the crane is over the dump pipe (the crane will begin sliding back and forth along the rail).  You must build a certain number of robots within the time limit.

Edit:Just realized I forgot to do anything special with the HUD elements.  I'm going to fancy up the numbers and stuff when i get around to it.
« Last Edit: August 16, 2007, 11:22:02 PM by Ian » Logged
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« Reply #20 on: August 17, 2007, 08:39:14 AM »

Mockup:

[image]

Button changes direction of Helicopter. Enemies below you. Bombs fall automatically.
« Last Edit: August 20, 2007, 06:44:28 AM by sharprm » Logged

Modern artists are told that they must create something totally original-or risk being called "derivative".They've been indoctrinated with the concept that bad=good.The effect is always the same: Meaningless primitivism
http://www.artrenewal.org/articles/Philosophy/phi
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« Reply #21 on: August 17, 2007, 03:50:34 PM »

great job so far guys!  keep em coming!
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« Reply #22 on: August 17, 2007, 05:17:07 PM »

Hooray!

All those years of collecting those cheesy Fast food games that use one button has paid off!
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« Reply #23 on: August 17, 2007, 05:45:30 PM »

Question. are 31 colors the LIMIT of how many you can have, or how much you MUST have for a game? (Or if it's both?)
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« Reply #24 on: August 17, 2007, 06:27:01 PM »

Looking good, Feron. Smiley I'd sharpen up the ball a bit, though.

[image]

Here's mine. You're a small prospector bot surveying the ocean floor. Your competitors have such bots, too, and will try to destroy you. Environmentalists have deposited naval mines you have to avoid. Cheesy

One button lets you turn 90 degrees clockwise, while another turns you counterclockwise.

The locations of power-ups are shown with lines pointing to the direction and icons indicating distance. Larger icons mean they're closer. Catch dud mines to blow up the bots following you. Small batteries give you an energy shield which absorbs one hit, while big batteries make you invulnerable for a limited amount of time.
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« Reply #25 on: August 18, 2007, 06:03:04 AM »

Question. are 31 colors the LIMIT of how many you can have, or how much you MUST have for a game? (Or if it's both?)

I can't believe I'm answering this, but it is the maximum number of colors you are allowed to use.  You are not required to use precisely 31 colors.

Arachne - that rocks!  Maybe there could be a little more red in the design of the enemy ships and mines, so they stick out a bit more?  submarine games ftw...
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« Reply #26 on: August 18, 2007, 01:28:21 PM »

[image]

Phone on the side for this. Help Karateka-san not disgrace his dojo (and his irritable master on the background in particular) in this rhythm game of honor.

This is basically taking the worst aspect of International Karate + from the c64 and making it good. The older ones know what I'm talking about. However here you don't block balls, you just punch fruit. When a fruit is thrown you get a soundeffect that fades in from the side. The player must gauge when to unleash the karateka punch according to the soundeffect (at first few levels when the fruit goes relatively slow the beginner player can do it on visual cue alone. Later on when it gets fastball-city, you have to determine by sound alone). Sometimes more than one fruit are coming your way and you have to double or triple-tap in right rhythm. This is taking the concept of Tapper, marrying it to baseball and making it a bit non-stop. Additionally to just hitting the fruit by tapping the button, you can power-up an attack if you're really good (optional, then) by holding the button, then releasing when the gauge is close to full (or completely full if you're that good. When it fills, splitsecond later it's back to empty) to hit the fruit with more power to get more points.

This is easily translated to a more Tapper-y 3 button game, with low, middle and high lobbed fruit if one were to cross-develop.

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« Reply #27 on: August 18, 2007, 01:31:40 PM »

interesting idea so,
mine Smiley

[image]

I think that all know this game, so i've decided to remake it on a mobile version^^

for controls : auto speed or not, Left ( key 4 ) or Right( key 6 ) to move, Up ( key 2 ) to Increase Speed, Down ( key 8 ) to reduce Speed, and fire( key 5 ) to Jump !


[EDIT] ok so for just only the same button :
 
[image]

for controls : just Press the fire button to Jump, more you are holding the button, more your jump is higher Wink
and of course, the game is with an autospeed for the character !


« Last Edit: August 18, 2007, 02:22:16 PM by MaDsk8tard » Logged

Helm
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« Reply #28 on: August 18, 2007, 01:40:37 PM »

Quote
Theme: "One Button" play
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« Reply #29 on: August 18, 2007, 01:49:21 PM »

hum, you can change button no? or it's just only one button?
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AdamAtomic
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« Reply #30 on: August 18, 2007, 03:10:10 PM »

Helm, gorgeous as usual!  But no need to correct other contestants when they're not even doing it wrong:

Quote
The theme this week is optional

But beyond that, both of his designs are totally acceptable regardless!

Quote
"One Button" can mean a few things.  In the strictest sense, it means that most cell phones can not detect more than one concurrent button press.  Plus, people usually just play with a thumb; so your traditional run+jump is pretty hard to pull off.  However, there is an emerging subset of games that primarily operate with just a single button press

Mad, great job!  Maybe use part of the HUD to show a closeup of the character's face?

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« Reply #31 on: August 18, 2007, 03:33:55 PM »

Alright then,

[image]

my crappy lil' mockup, 13 colors in all. Ship autofires, the game would work with the button with a variable option:

Player presses button once, he goes up as long as he holds it. Once he releases, the next press (and hold subsequently) will be down, and vice versa. The player has 4 'cores' (Lives), the 4th one is standardly half-destroyed, there would be power ups along the level. The first level would most likely surviving enough so you can get out of the planet before it goes supernova. Tongue

Yeah, sorry for the glow underneath, I had no great ideas and I REALLY need to brush up on my BG skills. =/
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Helm
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« Reply #32 on: August 18, 2007, 03:38:52 PM »

Helm, gorgeous as usual!  But no need to correct other contestants when they're not even doing it wrong:

oh, mea culpa, I didn't notice the optionalness!
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« Reply #33 on: August 18, 2007, 04:53:08 PM »

Hello! I`m new here Wink I want to show you my 2nd mockup (first mockup  i made with Helm`s video tutorial - thx man, it`s gr8 and helpfull video for noobs like me Wink). Ok, here is my mockup:

[image]

GAME TITLE: BOMBY
RULES: Use barrel and catch bombs Wink
CONTROLS: Only one button of course Wink Release button = barrel moves left, push button = barrel moves right, simple.

I need some critics and opinions. Thanks Wink
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« Reply #34 on: August 18, 2007, 06:24:51 PM »

Welcome, KAT!  Great start - some things you could work on would be:

1 - Making the bombs and barrel stand out more from the background.  Since they're the main point of the game they should be highly visible!

2 - Try avoid outlines if you can; sometimes outlines are great, but it is always good to practice NOT needing them, too.  Your cloud in the sky is the most appealing part of the design I think!

3 - Sharing colors.  You're actually already doing this some, but its more because there's a lot of gray in your piece period I think.  Think about it more in terms of individual shades being able to be applied to multiple color ramps or surfaces...

4 - I would think about ways to engage the player, such as adding some character to the barrel or bombs, or making a slightly more intuitive setting.  E.g. maybe there is a reason that bombs are falling, or the barrel is actually a little robot, etc.  Just examples; how can you take this beyond a generic street scene and make it memorable?

Good work so far, can't wait to see the next pass!
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« Reply #35 on: August 18, 2007, 07:45:11 PM »

[image]
Small and final update.  Lost some readability with the "08" but I'm fine with that.
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« Reply #36 on: August 18, 2007, 07:54:50 PM »

[image]

Help Karateka-san not disgrace his dojo (and his irritable master on the background in particular) in this rhythm game of honor.

D:!

[image]
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« Reply #37 on: August 18, 2007, 08:01:03 PM »

2 - Try avoid outlines if you can; sometimes outlines are great, but it is always good to practice NOT needing them, too. 
KAT, you should leave the outlines on the objects (the bombs and the barrel) because it will make them stand out more. You should drop them, or make them less visible on the background. (like the wall and the sidewalk)

I think this is what Adam meant, but to me it wasn't really clear so I thought I should point that out
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« Reply #38 on: August 18, 2007, 08:37:41 PM »

No, I know this is surprising, but I did in fact mean what I typed.  Practice not using outlines!  EVEN ON IMPORTANT OBJECTS.  Yes you need to balance this with the need for contrast...but then, that was the whole point of me posting about that in the first place.  If you absolutely NEED to use them in order to get sufficient contrast, by all means, go ahead, but there are lots of other ways to approach the problem; try exploring some!
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« Reply #39 on: August 18, 2007, 09:51:14 PM »

My alpha release is here
[image]

colors: 31+trans
pixels: 128x160

================================
the game is an isometric side scroller, where the screen scrolls to the up-right direction.
avatar moves automaticly on a path.
The goal of the game is to go through the stage as fast as possible.
the point counter on the top right was init at 100000, and decreases automaticly.
player can stay in the stage as long as he wants, until the point counter reaches 0
or avatar died. when kills an enemy, player gets points, being hitten by enemy player lose HP.
the points will be carried to next stage.

player push the button to jump to avoid obstacals; double click button to turn around.
player hold the button to accumulate power, then release to use different attacks,
         depending on the power level.
so it'a a "one button" control
=====================================================================

note the mockup is an alpha release. i will tweak it more later on.
=====================================================================
Update:

[image]

optimized the color, i think it stands out more then before
« Last Edit: August 19, 2007, 05:04:27 AM by yueprofile » Logged
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« Reply #40 on: August 19, 2007, 04:48:53 AM »

[image]

Help Karateka-san not disgrace his dojo (and his irritable master on the background in particular) in this rhythm game of honor.

petrified!

[image]

I love you now, do you know that? We have to go out, now. I'm a pretty demanding boyfriend...
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« Reply #41 on: August 19, 2007, 07:45:13 AM »

[image]

Phone on the side for this. Help Karateka-san not disgrace his dojo (and his irritable master on the background in particular) in this rhythm game of honor.

Have you played Rhythm Tengoku?

http://www.nintendo.co.jp/n08/brij/40kinds/stage01_1.html

edit: your baseball analogy too:

http://www.nintendo.co.jp/n08/brij/40kinds/stage01_4.html
« Last Edit: August 19, 2007, 07:49:34 AM by Lee N » Logged
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« Reply #42 on: August 19, 2007, 08:30:23 AM »

Yes I have.
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« Reply #43 on: August 19, 2007, 08:43:34 AM »

I am loving all these, but especially Helm's and Jad's edit of it xD..that made me laugh.
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« Reply #44 on: August 19, 2007, 08:52:47 AM »

Yes I have.

Seemed like a very similar concept..

Rhythm Tengoku and the Wario Ware games are filled with games that are controlled with very few buttons.
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« Reply #45 on: August 19, 2007, 11:59:51 AM »

[image]

12 colors so far. Pressing the button makes you go up, releasing it lets you go down! Dodge the mines, and lasers being shot by cannons on the ground! Smiley

Maybe I won't finish this, because I've got a load of homework to do. In any case, it's been a nice inspiration for me. crazy
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Feron
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« Reply #46 on: August 19, 2007, 01:51:46 PM »

helm (&jad) :  the original is a great looking mockup and concept, and jads edit is the icing on the cake.

arachne: very nice mockup - i wish i could play it.  i think you might have been able to do more with the bg though, rather than just squares Tongue.

yueprofile:  the pixel texture is very nice, i think you need work on your pallettes though some things get a bit confusing and lost.

ceddo: please finish that, looks like it has a lot of potential.  same concept as the helicopter game? - which is good cos i am addicted to that!

well heres my final entry + 6 col version:
[image] [image]

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« Reply #47 on: August 19, 2007, 03:15:29 PM »

feron - nice finish!  Might be able to push the colors a little bit in the full color version, just up the saturation in general a bit.  Cell phone screens have a nasty habit of washing colors out!

ceddo - AWESOME start, definitely finish this one!
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« Reply #48 on: August 19, 2007, 04:36:54 PM »

Does it have to be an original idea?

Or can we do a Mario game?
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Feron
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« Reply #49 on: August 19, 2007, 04:41:12 PM »

Does it have to be an original idea?

Or can we do a Mario game?

why would you want to do a mario game.  part of the fun of this challenge is creating your own characters and concepts and then pixelling them.

thanks adam, i might try some pallete stuff but i would quite like to move on to my next one - i go away on wednesday  Cheesy
« Last Edit: August 19, 2007, 04:42:53 PM by Feron » Logged
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